Cleric
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Source: Player's Handbook
You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Cleric Class Table
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 |
| 2 | - | - | - | - | - | - | - | - |
2nd | +2 |
| 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 4 | 2 | - | - | - | - | - | - | - | |
4th | +2 |
| 4 | 3 | - | - | - | - | - | - | - |
5th | +3 |
| 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 |
| 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | +3 |
| 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10th | +4 |
| 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 |
| 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 |
| 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14th | +5 |
| 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16th | +5 |
| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 |
| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 |
| 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 |
| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 |
| 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hitpoints
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: Clerics are proficient with Light Armor, Medium Armor, and shields.
Weapons: Clerics are proficient with all simple weapons.
Tools: Clerics are not proficient with any tools.
Skills: Choose two skills from History, Insight, Medicine, Persuasion, and Religion.
Saving Throws: Wisdom, Charisma
Equipment
- (a) a scale mail, (b) a leather armor, or (c) a chain mail
- (a) a warhammer or (b) a mace
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spellcasting Ability: Wisdom
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Cleric spells.
Spell List
The Cleric class can cast spells from the Cleric Spells Spell-list.View Spell List ->
Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing Spells
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Class Features
Subclass: Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Subclass | Description |
---|---|
Forge Domain | The gods of the forge are patrons of artisans who work with metal. |
Knowledge Domain | The gods of knowledge value learning and understanding above all. |
Death Domain | The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. |
Grave Domain | Clerics of the Grave Domain seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. |
Life Domain | The Life domain focuses on the vibrant positive energy that sustains all life, sustaining their allies in battle. |
Order Domain | The Order Domain represents discipline and devotion to the laws that govern a society. |
Peace Domain | Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. |
Tempest Domain | Gods of the Tempest domain govern storms, sea, and sky, empowering their clerics to inspire fear in the common folk. |
Trickery Domain | Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. |
Twilight Domain | Clerics of the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness. |
War Domain | The gods of war watch over warriors and reward them for their great deeds. |
Nature Domain | Clerics of the Nature Domain might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods |
Arcana Domain | Gods of the Arcana domain know the secrets and potential of magic intimately. |
Light Domain | Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. |
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Cantrip Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below (CR 1/2). This increases to CR 1 at 8th level, CR 2 at 11th level, CR 3 at 14th level, and CR 4 at 17th level.
Blessed Strikes
*Replaces the Divine Strike or Potent Spellcasting feature that you may recieve from your Divine Domain.* When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
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